Dark escribió:La full member si tienes pc para que puedas jugar semanalmente a una beta.
Si no, pues la anterior, que al menos te garantizas que te envien el juego a casa para 360, creo que son 45 euros.
rebuitos escribió:Dark escribió:La full member si tienes pc para que puedas jugar semanalmente a una beta.
Si no, pues la anterior, que al menos te garantizas que te envien el juego a casa para 360, creo que son 45 euros.
Yo tengo esto :asus crossfire 4 núcleos 3.2ghz
Aty HD radeon 5850 1gb gddr5
Barracuda caviar blue sata2 250g ddr2
RAM 4g 2x2
Con esto tira mas o menos?
rebuitos escribió:Dark escribió:La full member si tienes pc para que puedas jugar semanalmente a una beta.
Si no, pues la anterior, que al menos te garantizas que te envien el juego a casa para 360, creo que son 45 euros.
Yo tengo esto :asus crossfire 4 núcleos 3.2ghz
Aty HD radeon 5850 1gb gddr5
Barracuda caviar blue sata2 250g ddr2
RAM 4g 2x2
Con esto tira mas o menos?
We now have 2 cloud layers and 9 cloud types. Each condition will have 2 cloud layers which we will dynamically blend between. Each cloud layer has lighting settings, cloud density and weighting of the different cloud types. The layers are called high and low although the altitude is actually set up elsewhere in the cloud definitions file so clouds of any altitude can be used on any layer. As a rule though, I intend to use the high layer for higher cirrus style 2d planes and the lower layer for the 3d billboard clouds.
The clouds are fully dynamically generated, move in the wind and fade in and dissipate using a new optimised shader Kevin has created. We are also looking at morphing tech for the 3d clouds.
2d planes
- altocumulus
- cirrus
- cirrocumulus
- cirrostratus
3d billboard clusters
- stratocumulus
- cumulus
- stratus
- cumulonimbus
- stormcloud
The cloud definitions file specifies the meshes used for each of the cloud types above, I have between 6 and 12 meshes for each type currently. The file also sets the min and max altitude at which they will spawn, we will add rotation and scale variation in here later.
The texture is now one complete map with red - diffuse, green - thickness, blue - dissipation, alpha - opacity. Then a second texture with 3 channels of nmp on the thicker clouds that need it.
There are still several issues to sort but here are some early images to show progress.
We will add this guys. When is still to be decided, but we will.
Designed by Ralph Firman Racing, the FG1000 single seater weighs 400 kilograms and is powered by a Suzuki GSX-R K8 superbike engine producing 150bhp. The car is equipped with a six-speed sequential gearbox, 4-pot AP Racing brakes, Formula 3-spec tires as well as an EVO 4 data logging system.
Build 241 (26/6/12, Manager+)
Fixed bug in Xbox 360 force queue causing missing effect updates
Fog Direction is now decoupled from the sun direction
PS3 SaveGame: Trophy unlocking is no longer disabled when loading save data that is not owner sensitive
PS3 Save Game Manager: Insufficient space error handling changes to prevent soft locks in critically low HDD space conditions
PS3 Input: Fixed Thrustmaster wheel disconnection/reconnection issues
Avoid confusing Ctrl-Esc (system shortcut) with a normal Escape key activation
Fixed keyboard minimise/maximise issues (infinite KeyDown)
Set cockpit control states defaults
Added Input cleanup to PS3 termination sequence
Prevent entry to Replay Theatre if file playback is not possible
WTC fog tweaks
Build 240 (25/6/12, Senior Manager)
Adding rain weather description to the weather system
Added in to the applinks
SaveGame: Xbox 360 Media
Input: PS3 device connection blips
SaveGame: PC read-only file handling
SaveGame: PS3 save size calculation
Input: Xbox 360 wheel sensitivity.
Input: modification to force allowed logic
Input: modified force allowed logic
Texture maps - first commit
Modified basic shaders (both Max and runtime) to properly support all combinations of light control and self illumination tick boxes
Formula Rookie: adjusted livery to UV updates
Formula Rookie - Wheel texture - initial check in
Formula Rookie: added new livery
New Caterham R500 export
New Formula A export
New Formula B export
New Pagani Zonda R export
Din-A4 escribió:Por cierto, denis, antes del primer F1 que has puesto, no iría el rookie?
Starting a new thread to track development of the ancillary multiplayer systems. All of these systems relate directly to console platforms although some also can be applied to PC. It is typical that each platform is implemented differently (eg. on consoles we use the 1st party API methods to deliver functionality) and on PC it very much depends on (a) if a feature will be implemented then (b) which tech will be utilised (eg. custom built vs GFWL vs Steamworks etc). When it comes to publishing console titles, all of these systems have rule sets strictly defined by the 1st parties (eg. Microsoft and Sony) and compliance is required in order to deliver a product to market.
In no particular order, such systems include:
Sign in/sign out handling
Xbox 360 session handling
Xbox 360 game reporting
360 Live membership tier (Silver/Gold) restriction handling
360 party support
360 achievements
PS3 trophies
Friend lists
Matchmaking (eg. matching players together via player level, custom searching, handling different content such as DLC)
Rich presence
Game invitation handling
Leaderboards/read/write/caching
Online data storage/read/write/caching
VOIP support/muting
Parental controls (eg. PS3 regional/sku age restrictions for multiplayer areas, 360 content restriction privileges)
I've locked this thread for developer updates so that progress is easy to follow (Devs please add your contributions throughout the project). WMD members are welcome to open discussion threads in the forum for Q&A.
fbetes escribió:Lo del nivel de detalle de alguna de estas capturas puestas por Denis es simplemente impresionante. Hay algunas capturas que aún dudo de si son reales o no...
Yo que tengo mis años ya me quedo alucinado de la calidad gráfica que se puede llegar a tener en juegos de hoy en día.
Los que tengáis ordenadores potentes aprovechadlos porque la calidad gráfica es simplemente sublime, y eso que el juego se encuentra aún en fase temprana... Yo me doy con un canto en los dientes si el nivel gráfico final en consola es equivalente al de los Shift. Supongo que más o menos será igual, y para mi es ya suficiente.
Si realmente cumplen con implementar con todo lo que están diciendo, podemos tener una pequeña joyita en nuestras consolas. Yo es el juego que llevo esperando y que nadie se atrevía a publicar... Sé que en consolas no tendremos las nuevas físicas que se implementarán a partir de verano, pero como os dije en un post anterior las físicas actuales, que supongo serán las que tengamos finalmente en consolas, para mi son ya bastante buenas.
A ver si GTR3 nos sorprende también y lo podemos tener también para consolas. Todo lo que sea competencia bienvenida sea...
Rain
For phase 1 of the rain we added car spray and the wetness values to the conditions. Moving forward we need to add:
phase 2
- Rain fall
- Rain drop splashes on track
- Track spec and reflections increase with the track wetness value from tweakit, also needs to be masked off in tunnels.
- Drying line
Phase 3
- look at increasing GSI on all mats as it gets wetter, GSI needs removing from cars and balancing better for dry conditions as a start point.
- standing water, maybe develop this alongside the reflections on track as it can tie into the wet mask.
- thunder and lightning. effect, triggered light and sound.
Phase 4
- Windscreen effects. Rain drop build up that gets removed by wipers. Need to work out the best approach.
- rain drop effects on the paintwork
- Side and rear window effects
- camera droplets similar to windscreen tech. These need to go in and out of focus as track side cams zoom in and out
We have also added rain fall particles for light rain, rainy, stormy and super storm. The density of rain, speed and angle all increase the stormier it gets. The rain also angles with camera direction to give a sense of speed when going faster. I had a few issues when blending to non rainy conditions but these are all sorted now and the transitions work much better.
Pablopictures escribió:¿Se sabe para cuando sale más o menos? esta bien que implementen tantas cosas, pero no si a cambio tardan media década en sacarlo, llevo mucho tiempo esperándolo y uno se impacienta
La versiones de consola se verán muy similares a la versión de PC. La mayor diferencia es la resolución (las consolas serán limitadas a 720p). Algunas texturas también serán a baja resolución debido a la falta de memoria de video en consolas, pero las buenas noticias es que, de todos modos, a 720p realmente no necesitas esas texturas a ultra alta resolución de PC.The console versions will/do look very similar to the PC version. The major difference is resolution (consoles will be limited to 720P). Some textures will also be lower resolution due to the lack of video memory on consoles, but the good news there is that at 720P you don't really need those ultra high res PC textures anyway.
denis74 escribió:Han comentado algo sobre la versión de consola:La versiones de consola se verán muy similares a la versión de PC. La mayor diferencia es la resolución (las consolas serán limitadas a 720p). Algunas texturas también serán a baja resolución debido a la falta de memoria de video en consolas, pero las buenas noticias es que, de todos modos, a 720p realmente no necesitas esas texturas a ultra alta resolución de PC.The console versions will/do look very similar to the PC version. The major difference is resolution (consoles will be limited to 720P). Some textures will also be lower resolution due to the lack of video memory on consoles, but the good news there is that at 720P you don't really need those ultra high res PC textures anyway.
Now with all features converted, direct comparison of PhysX SDK run-time memory footprints is possible. I've tested few different scenarios, and the numbers say that PhysX 3.2 consumes around 66% less memory than PhysX 2.8, on average. For example, on California Raceway track with 54 vehicles, PhysX 2.8 requires 15.7 MB of RAM, while PhysX 3.2 gets along with just 5 MB. As already mentioned in earlier post, this is important mainly for consoles, where available memory is quite limited, and each free megabyte counts.
Update. I've been working a bit on console leaderboards, focusing on 360 for now. Initially we will have one leaderboard per track since 1st party limitations won't permit a complete set of per-car/per-track leaderboards. Later we'll see what we can do about extending it a bit (such as adding an additional leaderboard per car class). Anyway, any implementation will be mostly app-side and my focus has been on adding the core online tech.
Where we are at the moment (nothing checked in yet, just a huge P4 shelf CL), is I've created an initial set of test leaderboards and submitted them to Partnernet. With some fakery of app-side implementation so I don't waste time having to run laps, I'm able to upload and download scores and individual sector times for the local player. First task was to split out the PC-centric Stats class into platform specific parts, then ensure that I remain compatible as much as possible with existing code (such as the stat cache and post-read/write app-side actions). This is all fine, or at least should be . Then I added the 360 API calls necessary to read and write the stats themselves although because of the way Live works and that we don't have full 360 gameplay working yet, I needed to hack in some special XSession code (all leaderboard API write calls must occur between XsessionStart and XSessionEnd calls otherwise Live rejects the attempt). Normally these XSession calls will occur at the start and end of gameplay and when they are implemented I can remove these hacks.
Next I am looking at ghost data support; for 360 we will be utilising Live's Game Clips. When we define the configuration of each leaderboard using the Game Config tool, Microsoft allow us to specify how many data attachments may be associated with a leaderboard. The limitation here is per-title storage space so we may have to be quite restrictive on how many data attachments will be supported per leaderboard. We haven't yet calculated that out and the actual numbers will come later once we know our total number of leaderboards, size of game clips and so on.
As per the Stat work, the first task has been to split out the PC-centric parts of the Storage Manager into platform specifics. I've already cooked up the ghost data upload code into a useful sample today and should just need to plug that in once I've finished with the restructuring work.
I'll update more as I progress.
denis74 escribió:Mola tu muñecote de la esquina,jeje
Bueno, la IA que tenemos ahora es temporal y están rehaciéndola por completo. Así que lo que tenemos es lo que vulgarmente se llamaría un "parche" de IA.
Dentro de cosa de un mes estarás totalmente reconfortado al ver la nueva IA, que será como si luchases contra humanos. La experiencia hará un giro de 180 grados.
Mientras prueba con los parámetros que posteé allí en el apartado que hay sobre ello. Lo que pasa que en unos coches esos parámetros funcionan mejor que en otros.